local c_water = df_caverns.node_id.water local c_air = df_caverns.node_id.air local c_dirt = df_caverns.node_id.dirt local c_dirt_moss = df_caverns.node_id.dirt_moss local c_sand = df_caverns.node_id.sand local c_gravel = df_caverns.node_id.gravel local c_wet_flowstone = df_caverns.node_id.wet_flowstone local c_dry_flowstone = df_caverns.node_id.dry_flowstone local c_lava = df_caverns.node_id.lava local c_obsidian = df_caverns.node_id.obsidian local chasms_path = minetest.get_modpath("chasms") local c_coral_table = {} for node_name, node_def in pairs(minetest.registered_nodes) do if minetest.get_item_group(node_name, "dfcaverns_cave_coral") > 0 then table.insert(c_coral_table, minetest.get_content_id(node_name)) end end local mushroom_shrublist local fungispore_shrublist if minetest.get_modpath("df_farming") then mushroom_shrublist = { df_farming.spawn_plump_helmet_vm, df_farming.spawn_plump_helmet_vm, df_farming.spawn_dimple_cup_vm, df_farming.spawn_dead_fungus_vm, df_farming.spawn_cavern_fungi_vm, } fungispore_shrublist = { df_farming.spawn_pig_tail_vm, df_farming.spawn_sweet_pod_vm, df_farming.spawn_cave_wheat_vm, df_farming.spawn_cave_wheat_vm, df_farming.spawn_dead_fungus_vm, df_farming.spawn_cavern_fungi_vm, } end ------------------------------------------------------------------------------------------ local perlin_cave_sunless_sea = { offset = 0, scale = 1, spread = {x=df_caverns.config.horizontal_cavern_scale * 2, y=df_caverns.config.vertical_cavern_scale * 0.5, z=df_caverns.config.horizontal_cavern_scale * 2}, seed = -400000000089, octaves = 3, persist = 0.67 } local perlin_wave_sunless_sea = { offset = 0, scale = 1, spread = {x=df_caverns.config.horizontal_cavern_scale * 4, y=df_caverns.config.vertical_cavern_scale * 0.5, z=df_caverns.config.horizontal_cavern_scale * 4}, -- squashed 2:1 seed = 59033, octaves = 6, persist = 0.63 } local perlin_cave_rivers = { offset = 0, scale = 1, spread = {x=400, y=400, z=400}, seed = -400000000089, octaves = 3, persist = 0.67, flags = "", -- remove "eased" flag, makes the paths of rivers a bit jaggedier and more interesting that curvy smooth paths } -- large-scale rise and fall to make the seam between roof and floor less razor-flat and make the rivers shallower and deeper in various places local perlin_wave_rivers = { offset = 0, scale = 1, spread = {x=800, y=800, z=800}, seed = -4000089, octaves = 3, persist = 0.67, } local sea_level = df_caverns.config.level3_min - (df_caverns.config.level3_min - df_caverns.config.sunless_sea_min) * 0.5 local floor_mult = 100 local floor_displace = -10 local ceiling_mult = -200 local ceiling_displace = 20 local wave_mult = 7 local ripple_mult = 15 local y_max_river = sea_level + 2*wave_mult + ceiling_displace + ripple_mult local y_min_river = sea_level - 2*wave_mult + floor_displace local hot_zone_boundary = 70 local middle_zone_boundary = 50 local cool_zone_boundary = 30 local mushroom_cavern_floor = function(abs_cracks, vert_rand, vi, area, data, data_param2) local ystride = area.ystride if abs_cracks < 0.1 then df_caverns.stalagmites(abs_cracks, vert_rand, vi, area, data, data_param2, true) elseif data[vi-ystride] ~= c_air and data[vi-ystride] ~= c_water then -- leave the ground as rock if it's only one node thick if math.random() < 0.25 then data[vi] = c_dirt else data[vi] = c_dirt_moss end if math.random() < 0.1 then df_caverns.place_shrub(vi+ystride, area, data, data_param2, mushroom_shrublist) elseif abs_cracks > 0.25 then if math.random() < 0.01 then df_trees.spawn_tower_cap_vm(vi+ystride, area, data) elseif math.random() < 0.01 then df_trees.spawn_goblin_cap_vm(vi+ystride, area, data, data_param2) elseif math.random() < 0.02 then df_trees.spawn_spindlestem_vm(vi+ystride, area, data, data_param2) end end end end local fungispore_cavern_floor = function(abs_cracks, vert_rand, vi, area, data, data_param2) local ystride = area.ystride if abs_cracks < 0.1 then df_caverns.stalagmites(abs_cracks, vert_rand, vi, area, data, data_param2, true) elseif data[vi-ystride] ~= c_air and data[vi-ystride] ~= c_water then -- leave the ground as rock if it's only one node thick if math.random() < 0.25 then data[vi] = c_dirt else data[vi] = c_dirt_moss end if math.random() < 0.1 then df_caverns.place_shrub(vi+ystride, area, data, data_param2, fungispore_shrublist) elseif abs_cracks > 0.35 then if math.random() < 0.025 then df_trees.spawn_fungiwood_vm(vi+ystride, area, data) elseif math.random() < 0.025 then df_trees.spawn_spore_tree_vm(vi+ystride, area, data, data_param2) end end end end local cool_zone_ceiling = function(abs_cracks, vert_rand, vi, area, data, data_param2) if abs_cracks < 0.1 then df_caverns.stalactites(abs_cracks, vert_rand, vi, area, data, data_param2, false) end end local hot_zone_ceiling = function(abs_cracks, vert_rand, vi, area, data, data_param2) -- dry zone ceiling, add crystals if abs_cracks < 0.1 then df_caverns.stalactites(abs_cracks, vert_rand, vi, area, data, data_param2, false) end if abs_cracks > 0.3 and math.random() < 0.005 then df_mapitems.place_big_crystal_cluster(area, data, data_param2, vi, math.random(0,3), true) end end local cool_zone_floor = df_caverns.dry_cavern_floor local hot_zone_floor = function(abs_cracks, vert_rand, vi, area, data, data_param2) if abs_cracks < 0.075 then df_caverns.stalagmites(abs_cracks, vert_rand, vi, area, data, data_param2, false) elseif abs_cracks > 0.3 and math.random() < 0.005 then df_mapitems.place_big_crystal_cluster(area, data, data_param2, vi+area.ystride, math.random(0,2), false) end end local decorate_sunless_sea = function(minp, maxp, seed, vm, node_arrays, area, data) math.randomseed(minp.x + minp.y*2^8 + minp.z*2^16 + seed) -- make decorations consistent between runs local heatmap = minetest.get_mapgen_object("heatmap") local data_param2 = df_caverns.data_param2 vm:get_param2_data(data_param2) local nvals_cracks = mapgen_helper.perlin2d("df_cavern:cracks", minp, maxp, df_caverns.np_cracks) local minp_below = minp.y <= sea_level local maxp_above = maxp.y > sea_level local nvals_cave = mapgen_helper.perlin2d("df_caverns:sunless_sea", minp, maxp, perlin_cave_rivers) --cave noise for structure local nvals_wave = mapgen_helper.perlin2d("df_caverns:sunless_sea_wave", minp, maxp, perlin_wave_rivers) --cave noise for structure local skip_next = false -- mapgen is proceeding upward on the y axis, --if this is true it skips a step to allow for things to be placed above the floor -- creates "river" caverns for vi, x, y, z in area:iterp_yxz(minp, maxp) do if not skip_next then if y < y_max_river and y > y_min_river then local index2d = mapgen_helper.index2d(minp, maxp, x, z) local abs_cave = math.abs(nvals_cave[index2d]) local wave = nvals_wave[index2d] * wave_mult local cracks = nvals_cracks[index2d] local ripple = cracks * ((y - y_min_river) / (y_max_river - y_min_river)) * ripple_mult -- above floor and below ceiling local floor_height = math.floor(abs_cave * floor_mult + sea_level + floor_displace + wave) local ceiling_height = math.floor(abs_cave * ceiling_mult + sea_level + ceiling_displace + wave + ripple) -- deal with lava if y <= floor_height and y > floor_height - 3 and y < sea_level + 5 and data[vi] == c_lava then data[vi] = c_obsidian end if y == floor_height and y < sea_level and not mapgen_helper.buildable_to(data[vi]) then if cracks > 0.2 then data[vi] = c_sand if cracks > 0.5 then data[vi+area.ystride] = c_sand skip_next = true end else data[vi] = c_gravel end elseif y > floor_height and y < ceiling_height and data[vi] ~= c_wet_flowstone then data[vi] = c_air elseif y == ceiling_height and not mapgen_helper.buildable_to(data[vi]) then df_caverns.glow_worm_cavern_ceiling(math.abs(cracks), mapgen_helper.xz_consistent_randomi(area, vi), vi, area, data, data_param2) end -- Deal with lava if y >= ceiling_height and y < ceiling_height + 5 and y > sea_level - 5 and data[vi] == c_lava then data[vi] = c_obsidian end end else skip_next = false end end if minp.y <= sea_level then for vi, x, y, z in area:iterp_yxz(area.MinEdge, area.MaxEdge) do -- convert all air below sea level into water if y <= sea_level and data[vi] == c_air then data[vi] = c_water end end end --------------------------------------------------------- -- Cavern floors for _, vi in ipairs(node_arrays.cavern_floor_nodes) do local index2d = mapgen_helper.index2di(minp, maxp, area, vi) local heat = heatmap[index2d] local cracks = nvals_cracks[index2d] local abs_cracks = math.abs(cracks) local vert_rand = mapgen_helper.xz_consistent_randomi(area, vi) local y = area:get_y(vi) -- The vertically squished aspect of these caverns produces too many very thin shelves, this blunts them if mapgen_helper.buildable_to(data[vi-area.ystride]) then if y <= sea_level then data[vi] = c_water else data[vi] = c_air end end -- extra test is needed because the rivers can remove nodes that Subterrane marked as floor. if not mapgen_helper.buildable_to(data[vi]) then if y >= sea_level then if heat > hot_zone_boundary then hot_zone_floor(abs_cracks, vert_rand, vi, area, data, data_param2) elseif heat > middle_zone_boundary then fungispore_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2) elseif heat > cool_zone_boundary then mushroom_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2) else cool_zone_floor(abs_cracks, vert_rand, vi, area, data, data_param2) end elseif y >= sea_level - 30 then if math.random() < 0.005 then df_mapitems.place_snareweed_patch(area, data, vi, data_param2, 6) else data[vi] = c_dirt end else data[vi] = c_sand if math.random() < 0.001 then local iterations = math.random(1, 6) df_mapitems.spawn_coral_pile(area, data, vi, iterations) df_mapitems.spawn_castle_coral(area, data, vi+area.ystride, iterations) end end end end -------------------------------------- -- Cavern ceilings for _, vi in ipairs(node_arrays.cavern_ceiling_nodes) do local index2d = mapgen_helper.index2di(minp, maxp, area, vi) local heat = heatmap[index2d] local cracks = nvals_cracks[index2d] local abs_cracks = math.abs(cracks) local vert_rand = mapgen_helper.xz_consistent_randomi(area, vi) local y = area:get_y(vi) if y > sea_level and not mapgen_helper.buildable_to(data[vi]) then if heat > hot_zone_boundary then hot_zone_ceiling(abs_cracks, vert_rand, vi, area, data, data_param2) elseif heat > cool_zone_boundary then df_caverns.glow_worm_cavern_ceiling(abs_cracks, vert_rand, vi, area, data, data_param2) else cool_zone_ceiling(abs_cracks, vert_rand, vi, area, data, data_param2) end end end ---------------------------------------------- -- Tunnel floors for _, vi in ipairs(node_arrays.tunnel_floor_nodes) do if area:get_y(vi) >= sea_level and not mapgen_helper.buildable_to(data[vi]) then df_caverns.tunnel_floor(minp, maxp, area, vi, nvals_cracks, data, data_param2, true) end end ------------------------------------------------------ -- Tunnel ceiling for _, vi in ipairs(node_arrays.tunnel_ceiling_nodes) do if area:get_y(vi) > sea_level and not mapgen_helper.buildable_to(data[vi]) then df_caverns.tunnel_ceiling(minp, maxp, area, vi, nvals_cracks, data, data_param2, true) else -- air pockets local index2d = mapgen_helper.index2di(minp, maxp, area, vi) local cracks = nvals_cracks[index2d] local ystride = area.ystride if cracks > 0.6 and data[vi-ystride] == c_water then data[vi-ystride] = c_air if cracks > 0.8 and data[vi-ystride*2] == c_water then data[vi-ystride*2] = c_air end end end end ------------------------------------------------------ -- Warren ceiling for _, vi in ipairs(node_arrays.warren_ceiling_nodes) do if area:get_y(vi) > sea_level and not mapgen_helper.buildable_to(data[vi]) then df_caverns.tunnel_ceiling(minp, maxp, area, vi, nvals_cracks, data, data_param2, true) else -- air pockets local index2d = mapgen_helper.index2di(minp, maxp, area, vi) local cracks = nvals_cracks[index2d] local ystride = area.ystride if cracks > 0.6 and data[vi-ystride] == c_water then data[vi-ystride] = c_air if cracks > 0.8 and data[vi-ystride*2] == c_water then data[vi-ystride*2] = c_air end end end end ---------------------------------------------- -- Warren floors for _, vi in ipairs(node_arrays.warren_floor_nodes) do if area:get_y(vi) >= sea_level and not mapgen_helper.buildable_to(data[vi]) then df_caverns.tunnel_floor(minp, maxp, area, vi, nvals_cracks, data, data_param2, true) end end -- columns for _, vi in ipairs(node_arrays.column_nodes) do if data[vi] == c_wet_flowstone then if area:get_y(vi) > sea_level then local index2d = mapgen_helper.index2di(minp, maxp, area, vi) local heat = heatmap[index2d] if heat > hot_zone_boundary then data[vi] = c_dry_flowstone end else data[vi] = c_coral_table[math.random(1,3)] data_param2[vi] = math.random(1,4)-1 minetest.get_node_timer(area:position(vi)):start(math.random(10, 60)) end if chasms_path then local pos = area:position(vi) if chasms.is_in_chasm(pos) then if pos.y <= sea_level then data[vi] = c_water else data[vi] = c_air end end end end end vm:set_param2_data(data_param2) end --Sunless Sea subterrane.register_layer({ name = "sunless sea", y_max = df_caverns.config.level3_min-1, y_min = df_caverns.config.sunless_sea_min, cave_threshold = df_caverns.config.sunless_sea_threshold, perlin_cave = perlin_cave_sunless_sea, perlin_wave = perlin_wave_sunless_sea, solidify_lava = true, columns = { maximum_radius = 20, minimum_radius = 5, node = "df_mapitems:wet_flowstone", weight = 0.5, maximum_count = 60, minimum_count = 10, }, decorate = decorate_sunless_sea, double_frequency = false, is_ground_content = df_caverns.is_ground_content, })